/Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/PolyModeling/PolyModelingMaterialUtil.h
Compute a MaterialID for each edge along the VertexPath based on the MaterialID of adjacent triangles. Currently, for each Edge, EdgeTriangle.A is used.
true if MaterialIDs attribute exists
namespace UE { namespace Geometry { bool UE::Geometry::ComputeMaterialIDsForVertexPath ( const [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & Mesh, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & VertexPath, bool bIsLoop, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & EdgeMaterialIDsOut, int32 FallbackMaterialID ) } }